NAB
Video games,
realtime virtual production, VR, AR and extended reality (XR) are combining to
revolutionize immersive storytelling experiences in ways that studio heads are
actively imagineering.
article here
At NAB Show 2023
the conference session Immersive Storytelling: Expanding Audiences with XR in Games,
Education, and Location-Based Entertainment examined the growing
convergence between traditional entertainment and advanced technology and what
comes next.
Jake Zim, SVP,
Virtual Reality, Sony Pictures Entertainment said, “VR is immersive and
isolating in many ways. It’s intense. Most people’s VR sessions are between 20
and 40 minutes. That’s very different than watching a long-form piece of
content. So, every slice of the spectrum of storytelling aligns with the
different technology.”
His concern is,
“How do the different touchpoints all both connect with and stay authentic to
the original brand and the vision holder of the original brand, but yet offer
the audience something unique that the technology or platform could deliver?”
Zim was in
conversation on the stage with Aaron Grosky, president and COO of Dreamscape
Immersive and COO of Dreamscape Learn.
Grosky said,
“Gameplay, at its core, is about narrative. I think about owning the structure
and taking you on a journey and trying to direct you and make you see things
and have things going on around you, but not in having agency and
interactivity, because then you lose control of the story and where we’re
trying to take you.”
The pair talked about
world building, cross pollination of IP, the benefits of interactive VR in
education, and the possibilities for creating new forms of storytelling with
virtual production.
They also addressed
how the next generation of talent will change the creative focus of the
industry: Zim said, “When I when I speak to young people who are interested in
getting into the creative business, whether it’s movies, television or
interactive, I always try to point them towards where we’re seeing real growth
in terms of product and consumer behavior.
“So designing for
programing, for building, for artwork and for interactive platforms that can
hopefully have a storytelling element to them is really the exciting space to
be.”
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